Because of the nature of the changes I'd like to see (a much greater variety of weapon options, maybe specialisation in a specific weapon type), a different skill for each class wouldn't make sense. But at the same time, I would like to see more differentiation between the knight classes, and all of them getting identical changes wouldn't be as interesting. So I think they should all get the same new skill, but with some variations for each class.

I'm guessing (based on pretty limited information) that the weaponry overhaul will (at least primarily) be a redesign of forging and how weapon stats work, so it will impact anyone who uses forgeable weapons, but won't necessarily give more options. Serpents would still use whips and dirks, but the stats might work differently.

When most people think of something like 'hmm it'd be so great and overpowered if my DSL could target 2 limbs at once' they leave it at that, rather than rushing to forums to suggest that change for their class.

On a logical basis, I think giving the 3 knights all the same replacement skill would make sense, something along the lines of a skill built around: Utilizing Mounts, Using war strategies, protecting party members more efficiently, etc. .

On a flavor basis, I would prefer the knights gain skills that further define them for what they are. My examples:

Runewarden: Would gain a skill completely focused upon Runeblades (having removed it from Runelore of course). With it, they gain special powers and abilities wherein they forge a mystical runeblade and may empower it with effects and abilities. Additionally, they would gain extra utility abilities (Such as thrusting their runeblade into the earth and causing a shockwave all around them).

Infernal: Perhaps gain a skill that would further define them as "Knights of Evil, Sartan, and Death (necromancy in this case)". They could gain a skill that would give them Infernal powers (Infernal as in demonic. It fits the name even!). Demonic green flames encasing their weapons. Demonic rage making them attack with more power. Flaming steeds from hell sent forth by Sartan to lead his knights.

Paladins: Would gain an ability that would empower them with the light of Celestia to bring forth The Light to sapience and purge the land of Evil. They would gain abilities such as blades that cause enhanced damage to necromancers and occultists. Burning away bonds an entanglements with the fires of truth, and bring forth the Wrath of Celestia down upon a foe. Perhaps even the ability to pacify a room and not allow any offensive abilities (of course not in enemy territory) for a few seconds? That would be interesting twist.

Is Bladefire any more than nostalgia? What were the actual abilities, beyond the different blades? Would it be much different, stylistically, from Runelore and runeblades?

It's hard to find much information (there's a few posts here and here though, for a small taste), but it seems like it would be very different stylistically, and nonsensical mechanically (in terms of fitting into the game as it is now).

It'd have to be reworked, but the Bladefire blades were a little different from runeblades, since it relied on actual different blades and not just a new effect on your rapiers. There's at least one full set of Bladefire blades still around, and the blades themselves were imbued with their own crazy and OP effects, or something along those lines.

It's the sort of thing that could definitely be considered in conjunction with a weaponry rework since Bladefire already immediately caters to a completely different fighting style for Paladins, and would presumably allow for the sword and board style that many people associate with traditional medieval knights.

I don't understand the point of these threads because @Tecton has already answered about them in other threads multiple times.

@Kyrra: Because, as documented throughout human history, fleshlings live and thrive on speculation and prediction. From consulting animal entrails and astrological portents to determine the next god-emperor, to court gossip ascertaining the recent royal mistress and/or consort pairings, to the high-energy market activities of Wall Street, humans enjoy the thrill of guessing outcomes great and small.

Also, some live for the feeling of 'Aha! I knew it!' when the release of the new Weaponry changes does contain some features that they have guessed.

I think the 'OP' effects of Bladefire mostly stemmed from one being able to paralyse on every hit, and this was before there were a lot of cures (and there were still pills), so the way to fix paralysis was I think 'RELAX BODY', which took a few seconds...during which the Bladefire guy would just hit you again and para-lock you. That's just what my own research dug up, though.

That said, if it comes along with the Weaponry rework? Could be an interesting mechanic again, yes, assuming it wasn't as buggy as I've heard it was back then (but back then I think -everything- was buggy, so it was probably par for the course).

Edit: Assuming you don't consider the Blademaster stuff to be the new Bladefire, thematically.

Bydar, a garish-looking trader says, "I'm not a man, I'm an experience."

Hey Garden, I just want you to know that this poll suggests 37% of the playerbase is content to have knights with just two skills as long as you pin me to a wall. So there's that option if you wanna avoid tons of work.

It'd have to be reworked, but the Bladefire blades were a little different from runeblades, since it relied on actual different blades and not just a new effect on your rapiers. There's at least one full set of Bladefire blades still around, and the blades themselves were imbued with their own crazy and OP effects, or something along those lines.
It's the sort of thing that could definitely be considered in conjunction with a weaponry rework since Bladefire already immediately caters to a completely different fighting style for Paladins, and would presumably allow for the sword and board style that many people associate with traditional medieval knights.

Well, with paralysis no longer being cured by a command that put you off balance for as long as the damn attack (yay getting herbs instead of pills, bloodroot is amazing!), it wouldn't be near as OP.

last edit, promise: I don't care if you bring back bladefire for the most part - in fact with the new weaponry system I'd love to see paladins/templars/crusaders of DOOM get the old blades or some modification thereof as ones they can forge. however, please, by all that is holy, do not bring back the bladefire shrines.

The trans skill that was purposed for Diabolism was Wraith. Worked kinda like Transmog but you became a Spectral Wraith with fixed stats. Basically a special race with Mhun balance, high Con, but just about no Str, Dex or Int. Gods I wish they would revisit that proposal. Was so awesome!

Sounds like a strange mixture. Just to tank and do speed prepping I suppose?

Also I might be off-base but assuming Hashan doesn't get deleted, I would imagine shadow-themed possibilities get reserved for them... just sort of because they don't have a factional class and that's part of why they have no fighters. Their best shot at one got claimed by 4 other cities too.

Although really a factional class should have some raid potential too. You see a party with 8 occultists and you shake in your boots a little. If I saw a party with 8 alchemists.. "Oh no.. please don't Displace me, mister..."